Welcome to Librarium Online!
Im doing up a list for a couple of battles against my two friends. We are all kind of new to 40k (about 3 months) after a 15 year break and tend to try a battle (or WH fantasy) every week or so. So far we have had about 6 or 7 40k battles of 500-750 pts. Our first 1000pt battle was this week with my two friends battling it out as Imperial guard and Eldar.
We have upped for 1000pt battles from now on so first off ill give the list then go through some of my planned (but bound to go askew) tactics and explain some reasons for choice. Any advice from hardened veterans is welcome!
Cyclic ion blaster
HW multi tracker
XV8 Crisis suit x 2 106pts
TL missile pod
XV25 Stealth team x 4 120pts
Pathfinder x 8 196pts
Disruption podXV88 Broadside suit 70pts
XV88 Broadside suit 70pts
Firewarrior x 12 215pts
Firewarrior x 12 130pts
Ok theres the list and from my workings its 999pts.
Im not sure at present what type of battle we will be playing but i do know that my first opponent is going to be imperial guard. Hes likely to field a leman russ a chimera and one sentinel (or maybe two in one squadron) with the rest being infantry, all with carapace armour and camoline cloaks. From my last few battles he tends to be a bit too defensive so im hoping to use that to my advantage!
My plan is this. Get the two XV8 deathrains, broadsides and static firewarrior team to set up a firebase in the central right (or left) of the deployment zone (XV88s might go one at either end to cover all battlefield due to long range and this increases side armour shots i hope). This way the firebase can cover the centre of the board and nearly one entire side due to weapon ranges. The commander, mobile firewarrior team and stealthsuits will be set up on the far left (or right), as will the pathfinders with the pathfinders a bit more towards the centre than the other three units.
The plan (and luckily he doesnt use this web page) will be to use the static base to delay any attack along my right side (or left depending on where his heavy units go. I want my firebase opposite his tank). He pretty much hates my JSJ rule as cowardly (oh and he despises stealth teams) and i thought that the deathrain suits will be perfect for picking off units at long range in a cowardly manner (transports and walkers first), hitting and wounding with most shots and making him annoyed basically. Also the AP4 will be good for his veterans and stormtroopers along with all the other carapace IG. The broadsides will take out the tank and then switch to smart missiles as his infantry gets close. They will be pretty far back in deployment to take advantage of their 72" range with missiles for the close up stuff (well..under 24", none of that CC stuff!).
Now the plan is to head across the left side with firewarriors in devilfish up front and with the commander and stealth team just behind. Commander IC to take adv of targetting rules. Pathfinders will help static team in turn 1 then switch to lighting up a target for the mobile team to hopefully trash in turn 2 with drones coming off the DF in turn 1 to help slow an enemy unit down. This should then (hopefully) allow me to keep a mobile assault force along the left side to slowly work along his deployment zone while my static team delays his mobile element. Oh the commander has a missile pod and CIB. Mainly due to the fact that he can churn out a decent number of AP4 shots each turn with a high BS of 5. I was thinking of taking the airbursting fragmentation projector to stop his cover saves but realized it doesnt use the high BS and he would still get his 4+ carapace save! I plan on using markerlight hits to reduce his cover saves anyway. Hopefully ill get more than 2 hits with markerlights in a turn so i can up the stealth team or FW team BS to 5 (after i use FOF for the first time) and still have enough to reduce that pesky cover save!
For the low point games i have tended to play quite static tau and I had toyed with using 4 markerlights in FW teams to have a more static battle as the ML's wouldnt be gotten rid of so fast if fired upon. This list is a bit more mobile i think and more in line with tau doctrine and i havnt used pathfinders yet so he might ignore them a little when they dont kill anything as he doesnt like those high strength firewarrior rifle shots either!
As you can see ive had a good think about this. All that remains now is to get some advice from more experienced players and slaughter some imperial guard!
Last edited by furstenburg; August 29th, 2008 at 17:42.
Well that list of yours seems to be a fairly reasonable one. There's a couple of things that need attention though.
Broadsides have to take a support system as well as their two weapon systems, so you have to take something like Target Lock, Targetting Array, Advanced Stabilisation System or whatever in order to make the units legal. In your situation, I would be looking at ASS as that will allow them to move and shoot. Broadsides do NOT get the Relentless rule as they do not have jetpacks (despite looking very similar to Crisis suits!) so taking ASS is the next best thing.
Since your Fire Warriors will be spending a fair amount of time in their DFs, the Shas'ui upgrade is not really a necessary one to take. You would perhaps like to consider exchanging the cost of a 'Ui for the Multitracker for the DF, as this will give you shooting advantages.
In your Pathfinder squad, you've taken the Shas'ui option again. This would be useful but he is of more use if you give him a Hard-wried Target Lock as well. You then have the option to target a second enemy unit if the opportunity arises.
Regarding the unmounted Fire Warrior team: I would split this into 2x 6-man teams, each with Shas'ui and Markerlight. Dropping a single Stealth Suit will give you the points for these. This means that you will have two scoring units instead of one, and each unit has a Markerlight. This then will allow you to drop two Pathfinders (who are slightly more expesnive points-wise) while retaining the number of MLs and increasing the number of targetable enemy units.
Regarding the Stealth team: If you drop one of its members to enable the fielding of the 6-man FW teams as suggested above, I would be looking to place a Fusion Blaster in the remaining squad. If you're playing against IG, there's bound to be some sort of an armoured vehicle in there somewhere, and having Outflanking Stealths arrive beside it will be very demoralising for the IG player - or indeed any army whose prize tank suddenly sees a melta weapon at half range beside it!
Hopefully something in this lot will be of interest to you.
"Tau Commandment #226: Participants who use Velocity Trackers in the Tau Clay Pigeon Tournament will be disqualified"
I like the list. I think it's likely to be effective, but the following are my personal suggestions (mostly preference).
The only issue with ap 4 weaponry is that it removes 4+ saves, but not 4+ cover saves. IG get a lot of those, and you only have so many marker lights (which are better spent on your fire warriors).
This guys pretty much made to take on IG.
The deathrains are pretty slick, and the stealthsuits are what you make of them.
If you want two devilfish, split up your pathfinders into 2 squads. New transport rules mean the firewarriors can use them, no problem. The benefit of having two squads is obvious: markerlight two targets. That way you can help eliminate cover saves on vehicles, while giving your FOF bs5 shots (and yes, that is awesome).If you take this route, no target lock required (personal feeling: 1 bs3 ML firing at a target is hardly worth the cost of a target lock). If you only really want one devilfish, don't take 2: just use the pathfinder one for your firewarriors.
Depending on deployment, your broadsides may be a-ok, but just keep in mind that lascannons will instakill them with no saves allowed. Two in 1k seems like a bit much (your deathrains are pretty darn effective as it is). I would take one, and maybe give it two drones to soak up the low ap fire.
Bond your firewarriors for god's sake. A squad of 1 can still capture an objective. Bonding is useful for your pathfinders as well, but not quite as important (it depends on the squad size). If you take my advice to split up the PF squad, I don't think you need marker lights on your FWs (which are pretty points-expensive compared to the dirt cheap pathfinder models).
Last edited by Maximilian; August 29th, 2008 at 21:06.
Thanks for that. i'll have another rethink over the next day or so. especially with regards to splitting up the 12 man static squad and dropping a stealth team member. Dont think ill take the fusion blaster though. I think that pretty much makes the other 2 team members useless when vehicle hunting and i have enough anti vehicle and IG instant death weapons on my other stuff.
Think i should clarify though...we are still using 4th ed rules so dedicated transports are stuck to units.
Still...i've something to think about now!
Last edited by furstenburg; August 30th, 2008 at 11:08.